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Unearthed

Arcana: A Trio of Subclasses


This document presents playtest options for the Tipsy Sway
monk, the paladin, and the ranger. At 6th level, your swaying in combat becomes
maddeningly unpredictable. As a reaction when
This Is Playtest Material an enemy misses you with a melee attack roll,
The material here is presented for playtesting and to you can cause that attack to hit one creature of
spark your imagination. These game mechanics are in your choice, other than the attacker, that you can
draft form, usable in your campaign but not refined by see within 5 feet of you. Once you use this
design iterations or full game development and editing.
feature, you cant use it again until you finish a
They arent officially part of the game and arent
short or long rest.
permitted in D&D Adventurers League events.
As is typical in Unearthed Arcana, the options here
havent been tuned for multiclassing. Drunkards Luck
If we decide to make this material official, it will be Starting at 11th level, you always seem to get a
refined based on your feedback, and then it will appear lucky bounce at just the right moment to save
in a D&D book. you from doom. When you make a saving throw,
you can spend 1 ki point to give yourself
Monastic Tradition advantage on that roll. You must decide to use
this feature before rolling.
At 3rd level, a monk gains the Monastic Tradition
feature. Here is a playtest option for it: the Way
of the Drunken Master.
Intoxicated Frenzy
At 17th level, you gain the ability to make an
overwhelming number of attacks against a group
Way of the Drunken Master of enemies. When you use your Flurry of Blows,
you can make up to three additional attacks with
The Way of the Drunken Master teaches its
it (up to a total of five attacks), provided that
students to move with the jerky, unpredictable
each Flurry of Blows attack targets a different
movements of a drunkard. A drunken master
creature this turn.
sways, tottering on unsteady feet, to present
what seems like an incompetent combatant but
proves frustrating to engage. The drunken Sacred Oath
masters erratic stumbles conceal a carefully At 3rd level, a paladin gains the Sacred Oath
executed dance of blocks, parries, advances, feature. Here is a playtest option for it: the Oath
attacks, and retreats. Cunning warriors can see of Redemption.
through the drunken masters apparent
incompetence to recognize the masterful
technique employed. Oath of Redemption
The Oath of Redemption sets a paladin on a
Drunken Technique difficult path, one that requires a holy warrior to
When you choose this tradition at 3rd level, you use violence only as a last resort. Paladins who
gain proficiency in the Performance skill if you dedicate themselves to this oath believe that any
dont already have it; your martial arts technique person can be redeemed and that the path of
mixes martial training with the precision of a benevolence and justice is one that anyone can
dancer and the antics of a jester. walk. These paladins face evil creatures in the
You also learn how to twist and turn quickly as hope of turning them to the light, and the
part of your Flurry of Blows. Whenever you use paladins slay them only when such a deed will
Flurry of Blows, you gain the benefit of the clearly save other lives. Paladins who follow this
Disengage action, and your walking speed path are known as redeemers.
increases by 10 feet until the end of the current While redeemers are idealists, they are no
turn. fools. Redeemers know that undead, demons,
devils, and other supernatural threats can be
inherently evil. Against such foes, the paladins

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bring the full wrath of their weapons and spells Warrior of Reconciliation
to bear. Yet the redeemers still pray that, one At 3rd level, you foreswear the weapons of war
day, even creatures of wickedness will invite in favor of simple tools. While wielding a simple
their own redemption. weapon that deals bludgeoning damage, you
gain a special benefit if you reduce a creature to
Tenets of Redemption 0 hit points with that weapon and decide to
The tenets of the Oath of Redemption hold a spare the creatures life. Instead of falling
paladin to a high standard of peace and justice. unconscious, the creature is charmed by you for
Peace. Violence is a weapon of last resort. 1 minute. During that time, the charmed creature
Diplomacy and understanding are the paths to is peaceful and docile, refusing to move or to
long-lasting peace. take actions or reactions, unless you command it
Innocence. All people begin life in an innocent to. You cant order the creature to attack, force
state, and it is their environment or the influence someone to make a saving throw, or cause
of dark forces that drives them to evil. By setting damage to itself or others. This charmed effect
the proper example, and working to heal the ends early if you are incapacitated or if you or
wounds of a deeply flawed world, you can set your companions attack the creature, deal
anyone on a righteous path. damage to it, or force it to make a saving throw.
Patience. Change takes time. Those who have When the effect ends, the creature falls
walked the path of the wicked must be given unconscious if it still has 0 hit points.
reminders to keep them honest and true. Once
you have planted the seed of righteousness in a Channel Divinity
creature, you must work day after day to allow it When you take this oath at 3rd level, you gain
to survive and then flourish. the following two Channel Divinity options.
Wisdom. Your heart and mind must stay clear, Emissary of Peace. You can use your Channel
for eventually you will be forced to admit defeat. Divinity to augment your presence with divine
While every creature can be redeemed, some are power. As a bonus action, you grant yourself a +5
so far along the path of evil that you have no bonus to the next Charisma (Persuasion) check
choice but to end their lives for the greater good. you make within the next minute.
Any such action must be carefully weighed and Rebuke the Violent. You can use your Channel
the consequences fully understood, but once you Divinity to rebuke those who use violence. As a
have made the decision, follow through with it reaction when an enemy within 10 feet of you
knowing your path is just. deals damage with a melee attack against one
creature other than you, you force that attacker
Redemption Spells to make a Wisdom saving throw. On a failed
You gain oath spells at the paladin levels listed. save, the attacker takes radiant damage equal to
the damage it just dealt. On a successful save, it
Oath of Redemption Spells takes half as much damage.
Paladin Level Spells
3rd shield, sleep
5th hold person, ray of enfeeblement
Aura of the Guardian
9th counterspell, hypnotic pattern Starting at 7th level, you can shield your allies
13th Otilukes resilient sphere, stoneskin from harm at the cost of your own health. As a
17th hold monster, wall of force reaction when an ally within 10 feet of you takes
damage, you instead magically take that damage.
This feature doesnt transfer any other effects
Armor of Peace that might accompany the damage.
Starting at 3rd level, your commitment to peace
allows you to walk into the most dangerous Protective Spirit
situations unarmored. While you arent wearing Starting at 15th level, a holy presence mends
armor or wielding a shield, your base AC is 16 + your wounds in combat. You regain hit points
your Dexterity modifier. equal to 1d6 + half your paladin level if you end
your turn in combat with fewer than half of your
hit points remaining and you arent
incapacitated.

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Emissary of Redemption triggered when the target takes damage, such as
At 20th level, you become an avatar of peace, fire damage halting its regeneration.
which gives you two benefits: In addition, the first time each turn you hit the
target with a weapon attack, the target takes an
You have resistance to all damage dealt by extra 1d6 damage from the weapon.
other creatures (their attacks, spells, and other This benefit lasts until you target a different
effects). creature with this feature or until you finish a
Whenever a creature damages you, it takes short or long rest.
damage equal to half the amount it dealt to
you. Extra Attack
If youre playing the revised ranger introduced in
If you attack a creature, deal damage to it, or Unearthed Arcana, you also gain the Extra Attack
force it to make a saving throw, neither benefit feature.
works against that creature until you finish a Beginning at 5th level, you can attack twice, instead of
long rest. once, whenever you take the Attack action on your turn.

Supernatural Defense
Ranger Archetype At 7th level, you gain extra resilience against
At 3rd level, a ranger gains the Ranger Archetype your preys assaults on your mind and body.
feature. Here is a playtest option for it: the Whenever the target of your Slayers Eye forces
Monster Slayer. you to make a saving throw, add 1d6 to your roll.

Monster Slayer Relentless Slayer


At 11th level, you gain the ability to foil your
Rangers of the Slayer Conclave seek out foes ability to escape. Your study of folklore and
vampires, dragons, evil fey, fiends, and other arcane knowledge gives you a key insight to
powerful magical threats. Trained in a variety of keep your prey cornered. If the target of your
arcane and divine techniques to overcome such Slayers Eye attempts to teleport, change its
monsters, slayers are experts at unearthing and shape, travel to another plane of existence, or
defeating mighty foes. turn gaseous, you can use your reaction to make
a Wisdom check contested by a Wisdom check
Slayers Mysticism made by the target. To use this ability, you must
You learn an additional spell when you reach be able to see the target and need to be within 30
certain levels in this class, as shown in the Slayer feet of it. If you succeed, you foil its attempt,
Spells table. The spell counts as a ranger spell for causing it to waste the action, bonus action, or
you but doesnt count against the number of reaction it used.
ranger spells you know.
Slayers Counter
Slayer Spells At 15th level, you gain the ability to
Ranger Level Spell counterattack when your prey tries to sabotage
3rd protection from evil and good you. If the target of your Slayers Eye forces you
5th zone of truth to make a saving throw, you can use your
9th magic circle
reaction to make one weapon attack against it.
13th banishment
You make this attack immediately before making
17th planar binding
the saving throw. If the attack hits, your save

automatically succeeds, in addition to the
Slayers Eye attacks normal effects.
Starting at 3rd level, you gain the ability to study
and unravel a creatures defenses. As a bonus
action, choose one creature you can see within
120 feet of you. You immediately learn the
targets vulnerabilities, immunities, and
resistances. You also learn any special effects

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